The Poison Master’s Search for Loot

My enthusiasm for playing Diablo II builds that I’ve been wanting to push to the endgame for decades, but for some reason or other never did, is still going strong.

While the Blade Fury Assassin is a lot of fun, after having her beat Hell difficulty I concluded that she’s not going to become one of my go-to farming characters after all. I’d really like to have another one of those though, not so much for boss killing, but for density-farming in terror zones. As my last visit to Uber-Tristram netted me my second Necro torch I decided to finally try a Poison Nova Necromancer in earnest. And good thing that I did, because holy crap, that dude rocks!

Unfortunately he dresses like crap, too. Where’s my wardrobe system, Blizz??

As the name suggests this skill is the venomous version of the Sorceress’s Nova and Frost Nova, and like all kinds of poison in DII it deals its damage over a set period of time. Luckily, in this case we’re only talking about two seconds, so while not nearly being “instant”, enemies lose health quickly enough to not die of old age beforehand.

I don’t know why, but it’s strangely satisfying to get in, spray two quick bursts of green goo all around me, get out again, and then watch my enemies drop dead like flies without me doing anything at that particular moment.

Now, I remember giving up on this build at around level 50 many years ago, mainly because its damage just couldn’t keep up with the monsters’ health and resistances anymore. While that would be bad news for any kind of character, it makes the life of a poison based one absolutely miserable. You just can’t afford to wait until the venom has done its thing, then reapply, wait again, so on and so forth…the monsters will rip you to shreds long before their own life runs out.

I guess what I’m saying is, this is definitely one of the more gear-dependent builds. Fortunately I’m not as poor anymore as I was during most of my Diablo II career – mainly due to my characters not getting deleted every time I take a break anymore – so this time around I was able to push things much further.

The skill has a higher range than one might think at first

Aside from getting Poison Nova itself to as high a level as possible and maxing out its synergies the most important thing to increase the effective damage output is lowering the enemies’ poison resistance.

Of course the most obvious method is to use the Lower Resist curse the Necro has access to anyway. That alone doesn’t cut it for very long though, especially once poison immune monsters become more common, which happens as early as Act IV on Nightmare. I won’t go into the exact math of immunities here, all we need to know is that an immunity has to be broken before damage of the respective type can have an effect at all, and then gear with stats like “-x% to Enemy Poison Resistance” can take its full effect.

So what I usually do is to try and break any poison immunities with Lower Resist, and if that’s not enough I fetch the appropriate sunder charm from the Horadric Cube and put it in my inventory. I’ve talked about what those do here, keep in mind however that they are much harder to acquire nowadays (it’s quite bad, honestly, but that’s a topic for another day).

Once the immunity is broken the aforementioned gear can do its thing.

Specifically, my Necro wears three pieces of the Trang Oul’s Avatar set, most importantly the shrunken head (i.e. shield), which grants -25% to Enemy Poison Resistance when worn with at least two more pieces. The gloves give +20% Faster Cast Rate as well as +25% to Poison Skill Damage, and the belt has the all-important Cannot Be Frozen, so this is a lot of bang for only three bucks, so to speak.

Even more important is the weapon he wields, a Death’s Web unique wand. Its most impactful stat is -40% to -50% (rolled randomly) to Enemy Poison Resistance. Unfortunately that thing is one of the rarest pieces of gear in the game, and I’ve never seen one drop myself.

Which is one of the main reasons why I’ve always played online, despite only rarely teaming up with other players – I can trade for stuff I can’t find.

A bargain if I ever saw one

Obviously a perfectly rolled specimen is worth an arm and a leg, but compared to not having one at all a -40% piece is already a huge damage boost, so I got myself exactly that for the low price of one Ist rune.

I also asked Larzuk to punch a hole in it and plugged in a decently rolled Poison Rainbow Facet, and now this Necro kicks some serious ass indeed.

Two expensive runes in there, and an appropriate base armor is also needed

There’s one last piece of gear that I feel is almost a necessity, and unfortunately there’s no cheap version of this one: the Enigma runeword armor.

It’s the one pretty much every DII player at least knows about, because it grants its wearer one level of Teleport, regardless of class. It also sports +2 to all skills, loads of magic find and more…calling it overpowered would be an understatement. It’s no surprise then that quite a few players use it on every high level character they play – even Sorceresses.

I’m not such a big fan, but its usefulness can’t be denied, and for Poison Nova in particular it really is extremely strong. The ‘go in, cast once or twice, go out’-approach mentioned above just doesn’t work all that well without it.

It’s very worth the investment though. The build has exceptional clearing capabilities, on my account only surpassed by the Bowzon, and even she gets slowed down considerably by physical immunes, whereas the Necro can farm quickly anywhere. Also, with Poison Nova there’s no aiming required whatsoever – killing monsters like leapers and blood hawks, which can be very annoying to deal with for many builds, is easy as pie.

I also dig that I rarely feel the need to use Corpse Explosion. When the screen is chock-full of monsters, and/or they get constantly healed or revived, then, yes, I blow everything up. But usually I get by without it no problem.

Lastly, I’m glad to finally play a caster class that doesn’t have to rely on their mercenary wearing an Insight polearm for its mana-regenerating aura. I mean, he does spend quite a lot, but many of his gear pieces have either mana or some form of mana regeneration on them, and if push comes to shove I just quaff a potion once in a while. This freed up his weapon slot, so I gave him an Obedience socketed into in an ethereal Mancatcher.

With that he really slaps, and he also leeches enough life to die very rarely, which is obviously great.

So, yeah, if you’re tired of boss rushing and are looking for a build to clear whole zones with efficiently, one that requires an active and fun playstyle while not being completely overpowered – you can still die very easily if you’re not careful – look no further.

Going full-on Ninja in Diablo II

It’s been almost 25 years since Diablo II got its first and until very recently only expansion, Lord of Destruction. Of the two new classes it introduced to the game the Assassin appealed to me the most by a landslide.

As I’m a huge fan of all things martial arts that’s no surprise of course. She uses claws as her weapon of choice, throws shuriken and traps, hides in the shadows, kicks the crap out of her enemies…did I mention that she throws fricking shuriken?

Despite all this I never made it beyond level 25 or so whenever I created the first Assassin on a new account though. I don’t know why exactly, she just didn’t klick with me for some reason or other.

Maybe because she reminded me too much of this weirdo?

Some of her skills, most importantly Blade Fury, which is the shuriken one, were buffed in patch 2.4 however, and now I also have the complete Natalya’s Odium set at my disposal for the first time. So I finally buckled up and pushed her all the way through Normal and Nightmare, as well as half of the way through Hell.

She’s at level 79 now and indeed wears Natalya’s set, which unfortunately isn’t even close to her best-in-slot gear, but it’s ok for now and makes her look pretty cool to boot.

Except for the helmet, which gives her a moustache for some reason

The Blade Fury playstyle is a lot of fun. You hold down the button, and she hurls throwing stars, about five of them per second, in the direction you’re aiming. This is as close to “beam weaving”, which I quite enjoyed in Marvel Heroes, as you can get in DII. Well, except for the Sorceress-skill Inferno, but that one’s so crappy that we don’t talk about it.

BF also has a pretty huge range, with the stars reaching farther than you can actually see on screen.

Even when you’re not zoomed in like this of course

Blade Fury alone doesn’t cut it on higher difficulties though, where monsters are too numerous and have too many hitpoints to kill them all like this. Enter Death Sentry, which is one of her various traps. She throws these on the ground, and whenever there are targets in range they do their thing. In this case that means blowing up the corpses of dead enemies for massive AoE-damage, just like the Necromancer does with his skill Corpse Explosion.

The thing about the Necro skill is…I don’t like it all that much. Not because it’s crap, but because it’s too damn good to not use it.

You see, whatever flavour of Necromancer you play, the answer to all of his problems is always Corpse Explosion from the moment he gets access to it. As a summoner – wait until the minions have offed the first opponent, then blow everything up. Poison or Bone skills? Kill one, explode the shit out of the rest. You get the picture. To me that’s boring und uninspiring.

Assassin sporting her starter gear, a Death Sentry next to her

I don’t know why, but throwing a trap or two and let them do the exploding does make a world of difference to me. I actually enjoy it quite a lot. I guess to my mind throwing those traps just fits the Assassin’s playstyle, whereas clicking the corpses manually and blowing them up instead of reanimating them or something doesn’t sit right with me on the Necro.

Whatever it is that makes it work for me, I’ll take it. It also provides for a pretty active playstyle, while thankfully not being as fast and nausea-inducing as, say, a Frenzy Barbarian.

I’m still amazed sometimes by how great DII Resurrected looks

Of course the Assassin also has her own set of support skills and passives.

Since claws are her signature weapons – she’s the only one who can equip them, too – she has some passive skills to boost their damage, attack rating and even block chance, with the latter only working when she holds a claw in each hand to prevent using a shield and effectively double dipping.

She also has some good crowd control skills at her disposal. One blinds the targets and lowers their defenses, another even charms some of them into attacking their peers while stunning the rest.

You’re not an Assassin if you can’t control your own shadow, right? In DII it’s actually an autonomous helper that attacks stuff on its own, and you can even choose between a version that uses the same skills as you do, and one that has all of the Assassin’s skills on hand.

Two very strong buffs round out her arsenal. Burst of Speed makes her run and attack a lot faster (which unfortunately doesn’t work for Blade Fury for some reason), while Fade provides resists and damage reduction. For balancing reasons you can only use one or the other though, not both at the same time.

Neat: She doesn’t have a shadow when wearing Natalya’s set. Strangely, the Shadow Master, who’s supposed to be a shadow herself, does.

I’ve always appreciated the love for little, seemingly insignificant details that Blizzard poured into their games during the nineties and early noughties (and Overwatch too, to give credit where it’s due), and DII is no different in that regard.

When they designed the new classes they obviously asked themselves “What can we do to differentiate them from the others?” Apart from her signature set making her near invisible instead of glow like a Christmas tree the Assassin got one little perk that suits her well thematically. It’s a really small one, but still pretty nice: she can pick locks, meaning that she doesn’t need keys to open locked chests. Like I said, it’s a small detail, not nearly enough to make the other classes fundamentally inferior to her or anything, but it comes in handy for sure.

Ever since the introduction of Charms inventory space in DII has become even more precious, so not having to lug around a stack of keys is a greater boon than one might think. It’s also one less supply of stuff that needs to be maintained, and since Reign of the Warlock we can even set the loot filter to hide those keys from our overview. So, again, it’s just a small perk, but still great.

Where do you think you’re going??

And there you have it. The Blade Fury Assassin, as well as the class in general, really is a lot of fun.

Once we know more details about how Blizz intends to change the runeword Mosaic, which has been the uncontested go-to for martial arts Assassins ever since its introduction – because it’s hopelessly overpowered – I’ll probably try that out next.

The Horror reaches its zenith

Dear readers, I present to you my Game of the Year 2026: Resident Evil Requiem.

I know, I know, it’s only March, but I feel pretty confident in handing out the award right here, right now. In my opinion this is as close to perfection as it gets in the horror-action-game genre.

What makes it so damn great? I hear you ask. Phew…where to even begin?

I’ll begin by saying that I won’t talk about major plot points and such, as usual, but there will still be spoilery bits throughout this post, so read on at your own discretion if you haven’t played it yet.

Let’s start with the immediately obvious, yet least noteworthy features.

The game looks and sounds extremely good. During the opening minutes it felt like I was walking the streets of Chicago again (although it’s not that, but a fictional town named Wrenwood). I even stopped and just watched the bustling street and sidewalk for a while. Remember that first trailer for Watch_Dogs? You know, the one that turned out to look nothing like the finished game? Yeah, we’re there now, maybe even a bit beyond.

Controls are customizable and work very well, as do the map and inventory systems.

Systems, plural, as this is one of several distinguishing factors between the game’s two very different protagonists, who are the main reason for us getting the best of both worlds here: really intense horror and suspense while (and because of) being relatively helpless, as well as more action-oriented segments à la Resident Evil 4.

Grace Ashcroft is an FBI agent, and while it’s not clearly stated (I think) she’s obviously still pretty wet behind the ears. She gets tasked with investigating an abandoned hotel, a place which she has very bad memories of, so things are tense from the start and only get worse from there.

Despite her young age and obvious lack of experience in the field she’s tough when she needs to be, so she’s not exactly helpless. Still, whenever we play her a gung-ho approach usually isn’t called for.

I mean, what would you do if you encountered something like this while being equipped with nothing but a peashooter and a measly handful of bullets?

Right, I’ll see myself out, thank you very much!

Yep, opponents that can’t be defeated (yet) are on the menu once more. Just like in Resi VII they don’t follow you relentlessly wherever you go though, so they don’t feel nearly as oppressive as Mr. X did.

What they did do, however, is scare the fuck out of me time and again.

Grace generally doesn’t have much ammo, her inventory is tiny to begin with (and doesn’t get that much bigger either), and her weapons are more about last-ditch defense than anything.

Over the course of the game she does learn some new tricks though, like crafting molotov cocktails and “hemolytic injectors” – remember what happens to vampires injected with Blade’s serum? Yeah, fun times. Bring an umbrella!

Speaking of which, an important crafting component, exclusive to Grace, is blood. She can collect it from dead enemies, the environment (you’ll see what I mean…gross!) and sometimes finds blood bags, too. I like this mechanic quite a bit, not least because it isn’t as taxing on the inventory than the series’ usual approach.

Overall I enjoyed Grace’s segments the most. As I’ve said before, when I’m playing a horror title I like there to be…well…horror in it.

Which isn’t to say that I wasn’t happy to meet an old friend though…

Hell yeah…CHAINSAW FIGHT!!!

The other protagonist is indeed Resident Evil veteran Leon S. Kennedy.

He already wasn’t a newbie anymore in Resi 4, but he’s obviously an old hand now, and a real badass. Hence his gameplay is pretty much the exact opposite to Grace’s. As my whole playthrough took just shy of 14 hours I found this to be a welcome change, despite what I said above. I mean, who wants to just sneak around and run away, or to just decapitate zombies with roundhouse kicks for 14 hours straight? Ok, the latter doesn’t sound so bad, but you get my drift.

Unlike Grace Leon has a formidable arsenal of weapons at his disposal right from the get-go, and it only gets better. His inventory is huge, so much so that he doesn’t need a storage crate at all – he just lugs everything around with him all the time.

His segments do feature such crates, too, but in his case they aren’t for storage. They function more like that shady trader from Resi 4, meaning that Leon can buy and sell guns and other gadgets, and most importantly upgrade and repair his weapons and armor.

If you think dispatching zombies in brutally efficient ways is the most badass thing Leon gets to do, think again.

He also has some amazing boss fights – this is quite a compliment coming from me, as I generally despise those – and, completely out of the blue, pretty much the most awesome action sequence I’ve played since the Uncharted series.

Coincidentally, this, too, strongly reminds me of Uncharted 2

The transitions between playing Grace and Leon are done brilliantly, especially towards the end of the game, when things come to a head and they need to work together.

Even before that their paths do overlap every now and then. For example, at one point Grace tries to escape from a place and is in way over her head. The game then switches us over to Leon, and we provide cover fire from a rooftop.

Seriously though, I actually don’t think I can describe how well done all of this is, at least not without spoiling too much.

Of course the folks at Capcom didn’t forget all the lessons they’ve learned over the decades, either.

Key items vanish from the inventory as soon as they’re no longer needed, points of interest are marked on the map once discovered, the game auto-saves at sensible points in addition to the usual, manual saving at a typewriter, you can activate auto-aim if you so wish, which makes landing headshots that much easier…the list goes on.

I’m the most grateful for not having to manually pick up coins or some such hundreds of times – that was the single most irritating design aspect of Resi 4 for me. Grace needs to collect blood only rarely, and Leon doesn’t even have to do anything, his currency is credited to him automatically after each kill. Great stuff!

There are evil killer-kids, too, let’s not forget about those

So, yeah, I really think Resident Evil Requiem has pretty much all the good bits from its predecessors – and more – and none of the weaknesses, and is far and away the series’ best entry yet.

An easy 10/10 in my book. Highly recommended.

The Winter of Horrors continues

While Diablo II Resurrected is eating up considerable amounts of my free time right now I still managed to cross two more games off my horror-marathon-list since I last talked about this.

First off…Resident Evil 4 (remake). Once I’d overcome my initial disappointment I actually had quite a bit of fun with this one. I guess coming straight from Silent Hill f I just wasn’t in the right mood for such an action-oriented game at first. Even now that I’ve finished it I still stand by my statement that it essentially belongs into the third person action-adventure, and not really the horror genre, zombie-like creatures and undead doggos notwithstanding. But, again, it’s a good game if you set your expectations right.

Playing through the main campaign and the DLC, Seperate Ways, took about 25 hours total, which felt neither too long nor too short for the amount of story and gameplay presented.

Would recommend, just not to folks who want to play a real horror game.

Next up was Resident Evil VII, and that one is cut from a wholly different cloth. When it came out I remember it being heralded as a return to the series’ roots – less action, more horror. Having played it through now I can absolutely confirm that.

As a matter of fact, during the game’s first third or so there are no enemies to fight at all – none that you can actually defeat, anyway.

This is mainly due to the setting being very different from previous RE games. We play as Ethan, just a regular guy who’s searching for his missing wife, and who gets captured by a really strange family, the Bakers, right away. Oh, and our wife, once we find her, tries to kill us. So there’s that.

Put the chainsaw away, Honey, I promise I’ll watch less football from now on!

A word of warning, this game is definitely not for the faint-hearted. It’s dark, gross, gory and downright brutal at times. However, I feel none of this is there just for the heck of it. It really helps to get immersed in the story right from the start, and to feel absolutely helpless and desperate. I got serious The Hills have Eyes-vibes during the game’s first half, a movie that I found very uncomfortable to watch at the time (I’m talking about Alexandre Aja’s remake from 2006, I haven’t seen the original).

Why did I enjoy playing it then? Well, as I’ve already said whenever I’ve talked about the Silent Hill series, I like horror games more when I’m not playing a veteran cop, hardened soldier or some such. Making me feel helpless is the best way to make me…well…shit myself, metaphorically speaking.

Also, both story and gameplay have really interesting twists and turns in store, which I didn’t expect, but certainly appreciated.

Be sure to decline any and all dinner invitations from these guys!

I won’t spoil any more about the story of course, but here’s an example of interesting gameplay that I enjoyed a lot.

During the course of the game Ethan finds several video tapes, which he can play back once he has access to a VHS player. Naturally I was expecting to just get to watch some cutscenes, but no, I actually had to take control of one of the videos’ protagonists and play out the recorded events myself. Nice! One of these also serves as the game’s biggest riddle-section, which I really liked.

To no one’s surprise it usually doesn’t end well for said protagonists, which is just one more thing that helps to hammer home the dire straits Ethan’s in.

Didn’t you guys learn anything from all those horror movies?

At first it seemed to me that the whole game would take place on the Baker property, but the last third has some more surprises in store. Quite big ones, actually.

Different location, different protagonist for a while, and a conclusion that is hinted at here and there, but that I certainly did not see coming during the first few hours.

Overall I’m pretty happy with the story as is. I guess another playthrough won’t be necessary, at least not right away.

I will say though that there are a few things I didn’t like, too.

I’m not a huge fan of being chased by enemies that I can’t defeat. Being followed relentlessly by Mr. X was the only section I didn’t enjoy in Resident Evil 2, for example. Well, there’s quite a lot of that here during the game’s first half. To be fair, at least the Bakers don’t follow Ethan absolutely everywhere, so it’s actually not that hard to evade them once you stop panicking and watch their movements.

Other than that my few gripes are strictly technical.

My biggest one is that the game doesn’t let me configure the controls freely. To sprint you have to press an analogue stick down, the only thing that can be changed is which one. I find that really uncomfortable and not intuitive at all. Controllers have so many buttons nowadays, please let me use them the way I want!

Lastly, the game doesn’t look as good as I’d hoped. That one’s on me though, as I’d completely forgotten that it came out fricking nine years ago, and thus obviously for the Playstation 4 generation of consoles. Man, time flies.

Dramatic entrance is dramatic

Next in line would have been Resident Evil Village, but last Friday the newest entry to the series came out, and I kinda couldn’t wait. In other words, yes, I’m a couple hours into Resident Evil requiem already. Stay tuned.

Reign of the Warlock – early thoughts

So, yeah, Diablo II Resurrected really got an expansion, including the first new class added to the roster since the release of Lord of Destruction in fricking 2001. Which, if you ask me, is pretty huge, and I definitely didn’t have something like this on my Bingo card for 2026 (or any other year, for that matter).

Of course there’s lots of criticism going round. No new Act, no new monster types, the Quality of Life features should have been there from the start, so on and so forth.

Personally, I really like what we got. Sure, a new Act would have been awesome, but, again, I basically had made my peace with not getting any new stuff for one of my all time favourite games, so I’ll take it for sure.

Quite dashing, isn’t he?

What about that new class then? Well, I played the Warlock all the way through Normal difficulty, completely SSF (Solo Self-Found), and it was by far the easiest run I’ve done with any class or build that way. Nightmare came next, and for that I handed down some gear, making the whole affair easier still. Even Tal Rasha’s tombs and the Travincal council, which can be a pretty tough challenge for low- and mid-level characters, were a breeze.

Big fan of summoning builds that I am I went for the Demon-tree of course, and it’s awesome! Back in the original Diablo the monster type Goatmen was the bane of my existence because they are really quick and hit like trucks, so having them do my bidding now feels very satisfying.

Well, I say “them”…in the early game you’ll have to make do with only one. That’s not as bad as it sounds though, as these guys are sturdier and hit much harder than the Necro’s or Druid’s minions. Also, the goats have some sort of cleave attack that can hit multiple enemies, so it doesn’t take ages to kill larger packs either.

Raise “Demonic Mastery” to level 10 and you get to have two!

Even better than the minions themselves are the supporting skills. Most importantly: we can fricking teleport the buggers on top of a specific enemy and have them attack it! A game changer, that is! Engorge is another great one – consume a corpse to heal all your demons and give them a speed and damage buff on top.

At level 30 we get Bind Demon, and this is where it gets really interesting. This skill lets us bind any one demon in the game, barring act bosses like Andariel and Diablo, to fight for us. It even persists across games, you’ll only lose it if it either dies, you die, or you actively bind a new one.

My first thought was “Holy shit, let’s try to get Hephasto!”, the big burly armorer found at the Act IV Hellforge. I basically just wanted a hard-hitting, tanky beast to fight for me, but I’d completely forgotten that he always has an aura too – Fanaticism or Conviction are great options, depending on which of the other minions you use. This basically makes him the uncontested top choice for a long time, so we’ll see whether they’ll nerf this in some way.

You really want that guy to be on your side in a barfight!

Whichever demon you choose to bind, be careful, as it doesn’t heal or regenerate on its own – unless the monster in question has the innate ability to do so, I suppose – and you can’t feed potions to it like you can to your mercenary. Which means that using Engorge is the only way to keep it healthy, so trying to keep a supply of corpses around is pretty important for difficult fights.

All things considered, the summoning Warlock basically has everything the poor Necro and Druid have always wished they had. Again, it remains to be seen whether any nerfs might be incoming.

The Warlock is very much about Quality over Quantity

Traditionally each caster class begins the game with a weapon that grants one level of a starting skill. In case of the Warlock it’s Miasma Bolt, which does most of its damage via a small “cloud of entropy”, meaning that it’s an AoE. I was still using that in Act II to kill bigger packs more quickly without having invested any additional skillpoints into it, which is saying something.

I assume you’re noticing a trend by now – the Warlock seems to be designed to have AoE-capabilities right from the start, no matter which route you decide to go. It’s almost as if someone on the current dev team agrees with me that it’s actually not all that much fun to click thousands of baddies dead one by one, no matter how well the game is designed otherwise.

Overall the Warlock is very strong and also a blast to play. I hope they don’t nerf the fun things into oblivion, but toning him down a bit numerically might actually be necessary.

It took two whole characters to store all these before

Now let’s talk about the new stash tabs, shall we?

Well, they’re awesome! What did you expect?

I will say, however, that collecting, sorting, upgrading and storing gems and runes has always been a big and even quite enjoyable part of the gameplay loop for me, so I do have mixed feelings about this. There’s no denying how infinitely more convenient this is though, so I would by no means want to go back.

As you can see they’ve even baked the Horadric Cube functionality into these tabs (provided the character you’re on has one), as well as a shortcut to move three gems or runes at once to it, making upgrading even easier. Also, the tab for Essences, Uber Tristram keys and so on also holds both types of Rejuvenation potions, which I really appreciate.

The loot filter is pretty neat, too.

What I really like about it is that each single profile can have multiple independent rules set up. Due to this I don’t have to create a completely seperate profile for my Bowzon, for example, instead I just uncheck the rule “Hide Ammo” and leave everything else as is.

One feature that’s missing, unless I somehow just fail to find it, is the ability to change the colors of specific item types, add stuff like colored borders to them or even have the game play a sound effect when something really valuable drops. These things helped me immensely when I played Path of Exile to never miss anything good.

So there’s still some room for improvement.

Finally, let’s adress the elephant in the room: is this really a proper expansion, and is it worth the admission fee Blizz is asking?

As for the former – that’s debatable. If we don’t count romping through the same five acts we all know inside and out, just with a new class this time, actual new content is pretty thin on the ground indeed.

However, I’m still completely fine with the 25 Euros they’re charging. About a year ago I argued that Blizz selling us cosmetics and stash tabs was long overdue. If they had gone that route I would’ve gladly shelled out something like five bucks each for the three different currency tabs, and another two or so per additional shared tab (of which we got a pair). Which means that I basically got the Warlock, various new items and a slightly overhauled endgame for a grand total of six Euros. As far as I’m concerned that’s a pretty great deal.

Now get cracking on that wardrobe system already!

Holy hell, this is real!!!

Click to enlarge – there’s something here that wasn’t before

No, this is not an early April Fool’s joke! I took that screenshot myself, ingame, just a few minutes ago.

Yes, Diablo II Resurrected has really gotten an expansion! New Class! New items and runewords! Additional endgame activities! Loot Filter! (!!!) Currency Stash Tabs! (!!!!!) …

…and I’m too fricking sick to play right now, goddammit!

So my deep dive and subsequent report will unfortunately have to wait, but I at least wanted to let y’all know. You can find all the details here.

A Winter of Horrors – Part II

After having a tremendously enjoyable time with Silent Hill 2 and especially Silent Hill f my horror-game marathon has slowed down somewhat in recent weeks.

One reason for that is that I’m playing ArcheAge again right now (and would still recommend anyone who loves or loved this game to give the ArcheRage server a shot). More importantly though, I’m not having as good of a time playing the Resident Evil 4 remake as I’d hoped I would.

I played the original on the Wii way back when, so I obviously knew going in that it’s more like a third person shooter with zombies (kind of) than an actual horror game. Still, I’m more than a bit disappointed, given that I’d remembered it pretty fondly.

The problem isn’t the action in and of itself – there’s just too damn much of it!

I’m at the beginning of chapter 5 right now (of which there are sixteen), and my statistics tell me that I have already defeated almost two hundred enemies total. Now, if the combat was really enjoyable that wouldn’t be such a bad thing – only it isn’t in my opinion.

What bugs me the most about it is that enemies spawn out of thin air all the fricking time (which makes being stealthy completely pointless, too), and when they do you’re almost always completely surrounded right away. Neither the game’s controls nor your arsenal of weapons are suited very well for fighting against a whole mob though, so there’s really not much fun to be had there. Again, in my opinion.

Looks great though.

I will try and play it all the way through eventually, but more often than not when I sit down in the evening right now I’ll decide that I’d rather be doing something else.

But let’s not be too negative and just talk about Silent Hill 2 instead, yeah?

I don’t even wanna know what happened here…

Despite the first Silent Hill being one of my all-time favourite games, and most fans seeming to agree on its successor being the series’ best entry, I’d never even tried to play it until a couple of years ago for some reason or other. I then stumbled upon the HD Collection for PS4, containing part 2 and 3 with (allegedly) updated graphics. Unfortunately that version still looks and, more importantly, plays like a dinosaur of a game though, so I gave up after two or three hours.

Without a suitable alternative I kept on waiting for a true remaster, which eventually saw the light of day in 2024, and now I’ve finally played it.

So is it better than its predecessor? I’m not sure. I mean, c’mon, I have to compare an experience from last November with my memories of playing a game fricking 26 years ago… It’s damn good though, I can tell you that much!

Ditto…

Once again we’re playing ‘just some dude’, meaning no weapons, no combat expertise…hell, in the beginning we don’t even have a flashlight.

Obviously this contributes a lot to the feeling of dread and helplessness that the series is known for. Add to that the low visibility, eerie ambient noises and ominous score, and you’re on the edge of your seat right away.

The story is pretty dark, and it took quite some time until I even had a clue about what’s going on, both of which also being par for the course in this franchise. I think I liked the first game’s story a bit more overall, but I’ll have to wait for its remake (it’s in the works, yay!) to confirm or disprove that.

I got an ending that I was satisfied with right away, so I haven’t played a New Game Plus yet. I’m pretty sure I will at some point though – gotta try out that chainsaw!

The remaster looks and sounds really good, and it fortunately has done away with most of the original’s clunkiness.

I’m especially glad about the changes to the camera. Don’t get me wrong, I do think that the fixed angles added a lot to the suspense back then, but they were clearly a pain in the ass during fights, particularly in narrow hallways and such. They’ve still used them when appropriate, like in the scene shown above, but most of the time we can freely move the camera around like in any modern third person game. I feel we got the best of both worlds here.

The overall game design does show its age, especially in terms of pacing. During the first hour or so almost nothing happens, and it takes even longer until we get to see the otherworld for the first time.

Other than that I don’t have much to gripe about though. It’s an awesome game, and in this modernized version it can easily hold a candle to current titles.

Yeah…I’m so outta here!

So if Silent Hill f is an S tier (which, to me, it is) this one’s a very solid A. Can’t wait for the next (i.e. first) one!

A Winter of Horrors

Granted, when I take a look outside it doesn’t actually seem like it’s winter yet, but in less than three weeks it’s Christmas, for…well…Christ’s sake.

Anyhow, about half a year ago I decided that it’s about time to finally get a Playstation 5, what with quite a few games having been released in the last couple of years that I’d really like to play on console, most notably the remakes of Silent Hill 2 and Resident Evil 4.

Then I realized that it wouldn’t make a lot of sense to play these during summertime for obvious reasons, so I postponed the whole venture until Black Friday in hopes of getting some good deals out of it, as well as having a bunch of great and spooky games to play during those long winter nights. Well, I’m happy to report that I succeeded on both fronts.

Aside from the two aforementioned titles I also bought Silent Hill f, Resident Evil VII and Resident Evil Village…yeah, I went kinda all-in on the horror theme.

I started off with Silent Hill 2, as I was looking forward to it the most. The first playthrough took almost exactly 20 hours, and it absolutely did not disappoint. However, I have to talk about Silent Hill f first, as I played that one next, and…wow!

To be honest, the trailer I’d seen a while back didn’t exactly make me shiver with anticipation. While I generally like games and movies set in Japan, I still wasn’t thrilled about the series’ departure from the eponymous American town. Also, it had been so long since a really good (new) Silent Hill game was released that I found it hard to be optimistic.

Reviews were surprisingly positive though, so I said to myself, what better time to give it a shot than during the Winter of Horrorsâ„¢?

Good thing that I did, because it’s really fricking awesome!

I will say, however, that the game is thematically really, really dark and serious. I mean, even more so than the series was already known for. You’ve been warned. Please do read on though, as I won’t go into much detail about the story here. Everybody should have the opportunity to experience this first-hand.

The game is set in Japan during the 1960s. We play as Shimizu Hinako, a teenage girl living in the rural town Ebisugaoka, who’s struggling mightily with the role young women are expected to play in society.

One day she meets up with her friends as usual, when out of nowhere some kind of fog-monster attacks and strange red vines start to grow everywhere, grasping and trying to ensnare anyone coming too close. We then get to take back control over Hinako, but for now all we can do is run away…

…and that’s pretty much all I can say about the story without spoiling anything. Finding out what the hell is going on (and staying alive while doing so) will be our main objective during the next 10 to 25 hours or so.

Why that big of a timespan? Well, a staple feature of the horror genre (as well as many Soulslikes, if I understand correctly) is to offer a “New Game +” mode once you’ve finished the regular game for the first time. The specifics do vary, but usually you carry over some of your weapons or upgrades into another playthrough, during which various details as well as the ending may be different.

To be honest, until now I’d always ignored that option. What can I say, when I’ve just finished a game and am at least somewhat satisfied with the way it ended, starting right over isn’t the first thing that comes to mind.

Silent Hill f is a different beast however.

While I already loved the first run in general, I was very much not happy with the way it ended, and I can’t say that I’d really figured out exactly what had happened either.

I wanted to know, though, so I went straight back in. Fortunately it only takes mere minutes until the differences become apparent, so it’s not nearly as repetitive as it could have been. We also find many more hints and clues about what’s going on as we go. Less than an hour in it was obvious that this game is absolutely not meant to be played just once.

Or twice. Yeah, you read that right. I finished my third playthrough yesterday, and now I’m satisfied.

Of course some fights and puzzles do get a bit tedious the third time around, but to my own surprise I still really loved every minute of it, and I’m even a bit sad to let Hinako go now. I don’t think I’ve felt like that about a video game character since we said goodbye to Nathan Drake at the end of Uncharted 4.

By the way, if you’re worried about having to fight lots of monsters, don’t be. I mean, yes, you’ll have to, but the game lets us choose the desired difficulty for puzzles and combat seperately – a feature it shares with the SH2 remake, and that I wish many more games had – and if you set the latter to the lowest level I guarantee you won’t have any problems. Also, after discovering various stories and rumors about some sacred weapon during the first playthrough, we actually get to find and use it in the second, and even a lot earlier in the third, which makes the fights easier still.

The combat isn’t what the game is all about anyway. The story and atmosphere are where it’s at.

That being said, of course there are puzzles, too. I set the difficulty for those to “hard” (which is the middle one of three), and I found most of them enjoyable, if a bit on the…let’s say “esoteric” side. Since it’s easy to find the solutions online, which I did resort to twice, there’s no real reason to go easy here though.

I really liked the almost seamless transitions between cutscenes and gameplay, too. There were moments where I just sat there and watched, not realizing that I had to actually do something.

There are some tiny RPG-elements for upgrading Hinako’s health, stamina and such, and a variety of talismans that give little buffs to collect and choose from. At least in my case those didn’t detract from the atmosphere or ruin my immersion though, unlike the rather tedious crafting in A Plague Tale – Innocence, for example.

Inventory space is limited, but it gets bigger over time, and thankfully we don’t have to play Tetris, it’s just a fixed number of item stacks you can carry.

Controls work perfectly, the only thing I changed was to re-assign sprinting, because I find having to push down the analogue stick while also steering with it quite uncomfortable. The PS5-controller’s touchpad doesn’t have any special features, pressing it just opens the map.

Lastly, the art style and especially sound are great. I’m glad that Akira Yamaoka was on board once more, as his work has always elevated Silent Hill games from being “just” great to all-time classics.

Which is what Silent Hill f is, too. Or it will be, once enough time has passed to call something a “classic”. Well, at least to me, anyway. Despite not actually taking place in Silent Hill, I think this game has more than earned the right to wear that prestigious name. That’s high praise, coming from me, and not something I would have predicted going in.

If you like to play games with great, emotional stories that tackle serious issues, and can stomach some pretty disturbing imagery and a few jump scares, this one’s highly recommended.

Deep Desert, Purple Sand

It seems that my time in Dune: Awakening has come to an end – at least for now. As it turns out tier 6, aka “the endgame”, is just not for me in its current state. While it was engaging enough for a couple of weeks it’s just too grindy for my taste, and I can’t really see the point either.

I mean, I know what the intended point is – PvP. However, and this might surprise you coming from me, I want no part of that in this game.

But let’s start off with how the transition from tier 5 to tier 6 actually works, shall we?

Whenever you feel that you’re finished in Hagga Basin and ready for the next step, a short hop across the world map takes you to the shield wall, which constitutes the Deep Desert’s southern border in the game. You need an Ornithopter to make that trip, but that’s just as well, because the DD is huge!

Save for shipwrecks and Landsraad control points its southern half is PvE-only, while up north everything can and most likely will be fought over more often than not. To incentivize taking that risk the largest spice fields only exist in that part of the map, as do the most sought after crafting schematics, realistically speaking, as those have no or abysmally low drop chances in the south.

Again, usually I’d be up for the challenge, probably even seek it out. Not this time though, for a couple of reasons.

Sandstorm rolling in…

First off, while playing solo in Hagga Basin is very much possible and also a lot of fun, absolutely everything beyond the shield wall is very obviously designed with groups in mind, even the PvE.

I’ve only once raided a tier 6 Imperial Testing Station, for instance, because that wasn’t fun at all. Not only are the enemies much tougher there (which is to be expected of course), in the “boss room” you have to fight seven or eight of them at once. If you manage to survive that…another wave spawns. And another one after that. And on and on. You can’t run away either because the doors remain locked until either side has won.

When the seemingly never-ending stream of baddies finally stopped I was completely out of bandages, almost out of ammo, and my weapons on the brink of breaking. I felt a bit pleased with myself to have persevered, sure, but mostly I was just glad and relieved that the ordeal was over.

So, yeah, to me that’s already not fun in and of itself. Now imagine having endured all that and heading for the exit, your well-earned spoils in hand, only to be ganked and looted by a group of campers just waiting for an easy prey. I don’t know about you, but I really don’t need experiences like that, thank you very much.

Speaking of your stuff breaking, in addition to the wear and tear of just using it, all your gear loses some more durability whenever you die, which makes PvP-battles even more undesirable in my book.

You see, repairing tier 6 items requires t6 resources, naturally, and those aren’t nearly as easy to come by as everything that came before.

In accordance with Dune lore the rarest raw material is, obviously, Spice sand. Now, in contrast to all other t6 resources Spice does also exist in the Hagga Basin, but once you realize how much of the stuff you need to actually do anything with it…well, let’s just say those small spice fields are hardly worth your time.

These are the remains of a medium Spice field, the majority of which I’d just hoovered up. In about a quarter of an hour I’d filled up my Assault ‘thopter’s storage as well as my own inventory. That’s a lot of Spice!

However, as far as I can tell it’s very much random when/if you stumble across a medium field, and even if you do chances are you’re not the only one there.

Also, you have to drop that stuff, as well as all the other t6 materials you gather, off somewhere to process it further. Which means that, realistically, you need a base in the Deep Desert.

Problem with that is, you can’t set up a permanent base there. Between Monday and Tuesday evening, depending on where you live in real life, a coriolis storm destroys anything and everything in the DD. It also reshuffles the locations of all resources and PvE-sites, which is good, but it means that in order to “play properly” in tier 6 you have to pack up shop every week before the storm hits, and rinse and repeat on Tuesday.

I knew from the start that I wouldn’t follow what most guides suggest, namely to build a fully functional base complete with refineries, water production etc. in the DD. Sure, refining locally would mean less trips back to Hagga, but I think that’s only worth it if you grind and gather a fuckton, which I din’t intend to do anyway.

So I decided to build a very lite base. It’s basically just a parking garage for the Assault ‘thopter, enough temporary storage for a couple of Spice runs, and just enough water for my own hydration.

This doesn’t take much resources to build, and thanks to the Solido Replicator, basically a base copying tool, it’s not hard to set up again.

Still, after using it for two weeks in a row I started to ask myself what, exactly, I was doing it all for. Since I don’t intend to engage in PvP I don’t actually need any of the stuff I could build with those resources, and since acquiring them feels more like work than fun…well.

See you around, old friend

I’m not done with the game for good though. By now Funcom have announced tier 7 and a completely seperate way to progress for those who don’t want to PvP. We don’t know any details yet, but I’ll check it out for sure once it lands. The next story-chapter is in the making, too, and I definitely want to know what happens next on that front.

For now I’ve set my main base to maintenance mode. With only one generator running my stockpile of fuel cells would last for years, and paying my taxes every two weeks isn’t much of a hassle either. I’m pretty sure I’ll be back on Arrakis sooner rather than later anyhow.

Until then I’ve picked up some games to play that fit this time of year perfectly…

Here we go again…

Hagga Basin – conquered!

160 hours in, and my enthusiasm for Dune: Awakening still isn’t waning. There are always various things I want to do, each and every day – want to being the operative word here, not have to, which makes all the difference to me – and it still feels like I’m having a big adventure.

By now I’m firmly settled in tier five, which means that I’ve pretty much explored the whole of Hagga Basin (with only a few bandit outposts missing here and there), fulfilled almost all contracts, and of course crafted a Scout Ornithopter as well as the much bigger Assault variant. I actually had to modify my base’s hangar quite a bit to make room for the latter, and it still just about fits in there.

It dwarfs the buggy parked below, and that thing’s by no means small

Just like the buggy before it, getting the first flying vehicle has changed how the game is played substantially. It obviously makes getting to places go much quicker, and even regions as jagged as Hagga Rift have become pretty easy to traverse all of a sudden.

No more getting lost down there, ha!

In most other games I’d probably have perceived this as a downside. In my opinion advanced means of travel often lead to the game world shrinking to the point of not feeling like a world at all anymore. On Arrakis it’s different somehow.

First of all, it’s extremely fun! Turning off the engines and gliding in near silence over and across these beautiful landscapes is a feeling that screenshots can’t convey – it has to be experienced.

Another important aspect is that the game is very well designed in terms of progression.

Just as I was realizing how big even the starting area is and how far apart the safe zones are, I got to build a sandbike. Next up the weight and volume of all kinds of stuff kept getting bigger, and harvesting the increasing amounts of required resources by hand got a bit tedious…buggy to the rescue!

And now that I can fly everywhere? What do you know, the next tier of resources can only be found far out in the middle of nowhere – and “nowhere” is completely irradiated to boot, so getting in and out quickly is key.

I’m NOT stepping into that sludge, hazmat suit or no!

In other words, everything happens or becomes available at just the right time, which I find pretty amazing.

The devs took that into account when designing the various contracts, too. In the early game everything is relatively close by, and backtracking is rarely needed. By contrast, the other day I flew no less than four times to Harko Village and back to Hagga Basin because multiple quest lines I was working on required it. Without my own ‘thopter this would have been extremely inconvenient – and expensive, too – but as these were mid- to late-game contracts it is (correctly) assumed that zipping to and fro isn’t a problem anymore at that point.

So they do have castles and such on Arrakis after all

Speaking of quests, I’ve recently finished the first DLC-storyline, and I think it’s awesome. It’s divided into a continuation of the main story, which all players get for free, and a separate, paywalled questline.

The latter’s overarching theme is “Bad AI”, or at the very least “Dangerous AI”, and not only does that fit well into the times we’re living in, it’s also a way for the devs to do something very different while not actually deviating from Dune lore.

The screenshot above shows a game world designed by an AI for its coder and best (and only) friend. I think you can guess what kind of game it’s supposed to be. I especially appreciate the effort that went into changing even loot containers and such to fit the game’s aesthetics. It’s actually quite a sad story, but I liked it.

Another AI has developed more of a sinister personality, and its hiding place very much reflects that. It’s basically Dead Space on Arrakis. Really intense, that one!

Recovering the third AI (which actually comes first when you play through it in order) wasn’t as memorable, but it’s still a cool introduction to the theme.

Each of these quests culminates in a boss battle. Those aren’t particularly difficult, but I was glad to have The Sentinel equipped (as always), the little floating turret from the Mentat skill tree, because it helped immensely with keeping the swarms of AI-controlled opponents at bay.

As of yet I haven’t even built the DLC-exclusive vehicle, the Treadwheel, nor have I used the Duneman building set, but I can highly recommend buying this piece of content for the storyline alone. It’s of the short variety for sure, but add in the other stuff and I think it’s well worth the 13 bucks.

“Help me, Mailvaltar, you’re my only hope!” Or something.

The new main story quests are pretty cool, too. Among other things I’ve infiltrated the hideout of a Harkonnen cannibal (seriously), eliminated a cultist leader, and solved a full-blown murder mystery. Like most endeavours in this universe all of this turns out to be quite a bit more ambiguous than it seems at first. Very few things are strictly black or white.

Also, we get to learn important details about our own origin, which I obviously won’t spoil here.

Oh, look, it’s the Three Stooges! I mean, seriously, what’s with those outfits?

I just realized that I’ve talked about combat encounters quite a lot by now, but I’ve yet to give my verdict of whether fighting in Dune: Awakening actually feels any good.

Well…kinda.

This is a game made by Funcom, and if you’ve played The Secret World you know what that means. It’s…janky, for lack of a better word. For example, it’s very easy to get stuck on the tiniest pieces of terrain, which can get you in big trouble when multiple enemies are trying to kill you at the same time.

Also, you get staggered or stunned all the fricking time, and while that’s not due to said jankyness but a deliberate design decision (at least I assume that it is) that’s not really fun, and also very dangerous for obvious reasons.

Gross…

Surprisingly though, I enjoy the combat quite a lot despite these shortcomings.

It’s not really difficult in the usual sense of the word, but since it’s always a bit unpredictable it’s not exactly easy either. And, as I’ve talked about in the post linked at the top, there is a death penalty in place, so dying isn’t something that I want to happen often. Side note: I made a mistake in that post when I said that you drop only Solaris when you die in PvE – items you’ve looted like schematics, spice-infused dust etc. drop on death too, and you’ll usually want that stuff back. In short, there’s always a bit of tension, but not too much, which is just the way I like it.

But who knows, maybe I’ve just grown fond of the Funcom-jankyness during my hundreds of hours playing The Secret World. Sue me.